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	<title>Call of Duty 4: SP Keys Values - Revision history</title>
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	<updated>2026-05-12T13:40:19Z</updated>
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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Keys_Values&amp;diff=6734&amp;oldid=prev</id>
		<title>CoDEmanX at 12:34, 15 August 2009</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Keys_Values&amp;diff=6734&amp;oldid=prev"/>
		<updated>2009-08-15T12:34:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:34, 15 August 2009&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|KVPs available in CoD4 SP, some of them are also in or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially &lt;/del&gt;for MP.}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Note|KVPs available in CoD4 SP, some of them are also in or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exclusively &lt;/ins&gt;for MP.}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>CoDEmanX</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Keys_Values&amp;diff=6733&amp;oldid=prev</id>
		<title>CoDEmanX: New page: {{Note|KVPs available in CoD4 SP, some of them are also in or especially for MP.}}  &lt;pre&gt; // syntax: // float	floatVar // int 		intVar // string	stringVar  vector	origin vector	angles int	...</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Keys_Values&amp;diff=6733&amp;oldid=prev"/>
		<updated>2009-08-15T12:33:25Z</updated>

		<summary type="html">&lt;p&gt;New page: {{Note|KVPs available in CoD4 SP, some of them are also in or especially for MP.}}  &amp;lt;pre&amp;gt; // syntax: // float	floatVar // int 		intVar // string	stringVar  vector	origin vector	angles int	...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Note|KVPs available in CoD4 SP, some of them are also in or especially for MP.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// syntax:&lt;br /&gt;
// float	floatVar&lt;br /&gt;
// int 		intVar&lt;br /&gt;
// string	stringVar&lt;br /&gt;
&lt;br /&gt;
vector	origin&lt;br /&gt;
vector	angles&lt;br /&gt;
int		export&lt;br /&gt;
int		spawnflags&lt;br /&gt;
int		radius&lt;br /&gt;
int 	speed&lt;br /&gt;
string	target&lt;br /&gt;
string	targetname&lt;br /&gt;
string	groupname&lt;br /&gt;
string	name&lt;br /&gt;
&lt;br /&gt;
int 	script_noenemyinfo 			// setting to 1 makes a guy spawn with no enemy info&lt;br /&gt;
&lt;br /&gt;
float	script_wait					// Script will wait this long between actions&lt;br /&gt;
float	script_wait_min				// Minimum wait time between actions&lt;br /&gt;
float	script_wait_max				// Maximum wait time between actions&lt;br /&gt;
float	script_wait_add				// Additive delay is the # of seconds extra added between actions&lt;br /&gt;
&lt;br /&gt;
float	script_delay				// Action will be delayed for this long before triggering&lt;br /&gt;
float	script_delay_min			// Minimum delay before action is triggered&lt;br /&gt;
float	script_delay_max			// Maximum delay before action is triggered&lt;br /&gt;
&lt;br /&gt;
float	script_burst            	&lt;br /&gt;
float	script_burst_min 			// Put on an mg turret, min time of a burst&lt;br /&gt;
float	script_burst_max 			// Put on an mg turret, max time of a burst&lt;br /&gt;
&lt;br /&gt;
float	script_reuse            	&lt;br /&gt;
float	script_reuse_min			// Minimum time before a new AI will use this turret.&lt;br /&gt;
float	script_reuse_max			// Maximum time before a new AI will use this turret.&lt;br /&gt;
&lt;br /&gt;
float	delay                   	&lt;br /&gt;
float	script_suppression			// Suppression wait for this AI&lt;br /&gt;
float	height                  	&lt;br /&gt;
float	script_falldirection		// Used to specify the direction a treeburst tree trunk falls towards&lt;br /&gt;
float	script_timeout          	&lt;br /&gt;
float	script_accuracy				// Set this on AI to have them spawn with a modified accuracy &lt;br /&gt;
&lt;br /&gt;
int		script_cheap				// makes vehicles lose some functionality but be far fewer variables&lt;br /&gt;
int		script_pacifist             &lt;br /&gt;
int		script_ignoreme				// If this setting exists on a spawner this guy will have his .ignoreme set to true&lt;br /&gt;
int		script_ignore_suppression	// sets .ignoreSuppression to true if its set.&lt;br /&gt;
int		script_ignoreall			// sets .ignoreall to true if its set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
int		script_repeat				// # of times an effect in an exploder will repeat&lt;br /&gt;
int		script_fxstart				// Identifies effects so they can be turned on by grouping with a trigger&lt;br /&gt;
int		script_fxstop				// Identifies effects so they can be turned off by grouping with a trigger&lt;br /&gt;
int		script_damage				// Damage of radius damage on an exploder&lt;br /&gt;
float	script_firefxdelay			// repetition rate on a firefx for exploders&lt;br /&gt;
float	script_firefxtimeout		// Amount of time before a looping effect fades out&lt;br /&gt;
string	script_firefx				// Fx to play infinitely from a used exploder&lt;br /&gt;
string	script_presound				// To play sounds on exploders before the explosion, for pathfinder only&lt;br /&gt;
string	script_ender				// Stop a looping effect&lt;br /&gt;
string	script_firefxsound			// Looping sound for an exploder firefx&lt;br /&gt;
&lt;br /&gt;
vector	script_angles				// generic angles storage&lt;br /&gt;
int		script_delete               	&lt;br /&gt;
int		script_increment            	&lt;br /&gt;
int		script_patroller            	&lt;br /&gt;
int		script_offtime				// Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000&lt;br /&gt;
int		script_offradius			// Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350&lt;br /&gt;
string	script_autosavename     	&lt;br /&gt;
int		script_autosave             	&lt;br /&gt;
int		count&lt;br /&gt;
int		script_timer				// Timeout for friendly_chat&lt;br /&gt;
int		script_delayed_playerseek   &lt;br /&gt;
int		script_triggered_playerseek	// group a trigger and an ai with this and he the grouped ai will do playerseek behaviour when the trigger is hit&lt;br /&gt;
int		script_playerseek           &lt;br /&gt;
int		script_seekgoal             &lt;br /&gt;
int		script_start                &lt;br /&gt;
int		script_radius				// Sets an AI&amp;#039;s starting goal radius. On an exploder this sets the radius damage&amp;#039;s radius.&lt;br /&gt;
int		script_followmin&lt;br /&gt;
int		script_followmax&lt;br /&gt;
int		script_startinghealth&lt;br /&gt;
int		script_fallback&lt;br /&gt;
int		script_grenades&lt;br /&gt;
int		script_fightdist			// Spawners will spawn with this pathEnemyFightDist&lt;br /&gt;
int		script_maxdist				// Spawners will spawn with this pathEnemyLookAhead&lt;br /&gt;
int		script_moveoverride 		// Spawners with this will go to their (targetted) node before fighting.&lt;br /&gt;
&lt;br /&gt;
int		script_killspawner 			// When you go through a trigger with this on it, any spawners that have the same # will be deleted.&lt;br /&gt;
int 	script_emptyspawner 		// When you go through a trigger with this on it, any spawners that have the same # will have their count set to 0.&lt;br /&gt;
&lt;br /&gt;
int		script_vehiclenodegroup 	// used for getting an array of vehicle nodes&lt;br /&gt;
int		script_mg42auto				// When you hit this trigger any grouped mg42s will go into auto mode and clear target.&lt;br /&gt;
int		script_requires_player      &lt;br /&gt;
int		script_sightrange           &lt;br /&gt;
int		script_fallback_group		// Makes stray spawned guys part of bigger falling back movements.&lt;br /&gt;
int		script_vehiclegroup			// links a vehicle to its spawners&lt;br /&gt;
int		script_vehicle_selfremove	// vehicle will delete itself when it reaches the end of its path&lt;br /&gt;
int		script_exploder				// Grouping things that explode&lt;br /&gt;
int		script_prefab_exploder		// Override an exploder since exploders in prefabs get unique&amp;#039;d.&lt;br /&gt;
int		script_balcony				// current mechanism for flagging an actor to test for balcony death&lt;br /&gt;
int		script_mgturret				// Group AI with a node that targets an mg42 and the AI will keep the gun in use.&lt;br /&gt;
int		script_plane				// Specifies which plane set this is, so they can all be started together.&lt;br /&gt;
int		script_explode				// Tells a plane to explode with this exploder.&lt;br /&gt;
int		dontdropweapon				// If set, the AI will not drop a weapon when he dies&lt;br /&gt;
int		dontdrawoncompass			// If set, the AI will not be drawn on the player&amp;#039;s compass. Only matters for friendlies&lt;br /&gt;
int		script_usemg42				// If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.&lt;br /&gt;
int		script_stoptoshoot			// used for tanks, setting this to greater than zero will make a tank stop before firing it&amp;#039;s main cannon&lt;br /&gt;
int		script_startingposition		// used for riders of vehicles to manually designate riding postions (also used for walkers)&lt;br /&gt;
int		script_turretmg         	&lt;br /&gt;
int		script_forcegrenade			// Set to 1 to enable AI to throw as many grenades as they want rather than extremely rarely.&lt;br /&gt;
int		script_goalvolume			// groups guys so they use a goalvolume&lt;br /&gt;
int 	script_stack				// for walls where friendlies hang out &lt;br /&gt;
int		script_nofriendlywave		// disables tracking of this ai for friendly_wave&amp;#039;s&lt;br /&gt;
int		script_forcegoal			// forces an AI to use the goal radius of the node they target, rather than switch to 2000 (for flood_and_secure spawners)&lt;br /&gt;
int		script_disconnectpaths		// makes exploder script_brushes connectpaths when hidden and disconnect when shown. could be used to disable cover nodes.&lt;br /&gt;
int 	script_nowall				// make AI play a special set of corner animations that dont require a wall&lt;br /&gt;
int 	script_longdeath			// set to 0 disable long death animations like lying on the ground and shooting&lt;br /&gt;
int		script_displaceable			// makes an AI able to change his goal radius from animscript.&lt;br /&gt;
int 	script_grenadespeed			// used for setting magic grenade launch speeds on script origins&lt;br /&gt;
int 	script_maxspawn				// used on flood spawn trigger to regulate the max number of ai&lt;br /&gt;
int 	script_breach_id			// used on a door to force a special type of breach.&lt;br /&gt;
int 	script_battlechatter    	&lt;br /&gt;
int		script_trigger_group		// used to disable a group of triggers when one gets hit.&lt;br /&gt;
&lt;br /&gt;
int 	script_airspeed				// used in checks for setting speed on helicopter path origins or nodes&lt;br /&gt;
int 	script_yawspeed				// used in checks for setting yaw speed on helicopter path origins or nodes&lt;br /&gt;
int 	script_forceyaw				// used in checks for a target or goal yaw on helicopter path origins or nodes&lt;br /&gt;
int 	script_cleartargetyaw		// used in checks to reset a target yaw on helicopter path origins or nodes&lt;br /&gt;
int 	script_accel				// used in checks to change the acceleration on helicopter path origins or nodes&lt;br /&gt;
int 	script_decel				// used in checks to change the deceleration on helicopter path origins or nodes&lt;br /&gt;
int 	script_engage				// used in checks to fire weapons on helicopter path origins or nodes&lt;br /&gt;
int 	script_engageDelay			// used in checks to delay weapons firing on helicopter path origins or nodes&lt;br /&gt;
int 	script_hoverwait			// used in checks to set hovering times on helicopter path origins or nodes&lt;br /&gt;
int 	script_pilottalk			// used in checks to trigger dialogue on helicopter path origins or nodes&lt;br /&gt;
string 	script_attackPattern		// used in checks to control weapons firing on helicopter path origins or nodes&lt;br /&gt;
&lt;br /&gt;
string	script_objective        	&lt;br /&gt;
string	script_friendname       	&lt;br /&gt;
string	script_noteworthy  			// Used to get a string for scripted sequences mainly.&lt;br /&gt;
string	script_parameters			// generic string used for similar purpose as script_noteworthy&lt;br /&gt;
string	script_triggername			// Z: used for elevators in the dam&lt;br /&gt;
string	script_fxcommand			// What to do with the effect&lt;br /&gt;
string	script_fxid					// The id of the effect to do&lt;br /&gt;
string	weaponinfo              	&lt;br /&gt;
string	script_hidden				// the thing which is hidden and appears later (mortars)&lt;br /&gt;
string	vehicletype             	&lt;br /&gt;
string	script_personality			// This guy will use this personality type&lt;br /&gt;
string  script_squadname			// squad (spawner cluster) identifier&lt;br /&gt;
string 	script_nodestate			// generic identifier for nodes&lt;br /&gt;
string	script_assaultnode			// generic identifier for nodes&lt;br /&gt;
string 	script_team					// how to know which team a tank is on (needed to free up target/targetname for radiant linkability)&lt;br /&gt;
string 	script_mortargroup			// to group mortars with their triggers&lt;br /&gt;
string	ambient						// String index of the level.ambient_track to play on this trigger.&lt;br /&gt;
string  script_gameobjectname 		// Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_dm			// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_tdm			// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_ctf			// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_hq			// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_gametype_sd			// Preston: Used in multiplayer to add/remove entities based on gametype.&lt;br /&gt;
string	script_mapsize_08			// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_mapsize_16			// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_mapsize_32			// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_mapsize_64			// Preston: Used in multiplayer to add/remove entities based on the set mapsize.&lt;br /&gt;
string	script_sound				// Plays level.scr_sound [&amp;quot;string&amp;quot;]&lt;br /&gt;
string	script_animation			// If defined, patrollers will play a random pause animation at this node.&lt;br /&gt;
&lt;br /&gt;
string	script_destructable_area 	// used to let destructable walls block off areas of the map (affects spawning, for instance)&lt;br /&gt;
&lt;br /&gt;
string	script_earthquake			// References level.earthquake variables to do an earthquake&lt;br /&gt;
string	script_followmode&lt;br /&gt;
string	script_skilloverride&lt;br /&gt;
string	script_bctrigger&lt;br /&gt;
int 	script_bcdialog				//set to 0 on a spawner/ai when you want to turn off battlechatter forever on that individual&lt;br /&gt;
string	script_aigroup&lt;br /&gt;
string	script_objective_active 	// used with flood_and_Secure and &amp;quot;friendlychain&amp;quot;s to only be active if this objective &lt;br /&gt;
string	script_objective_inactive 	// is active&lt;br /&gt;
string	script_threatbiasgroup		// adds spawned ai to this threatbiasgroup&lt;br /&gt;
&lt;br /&gt;
string	script_squad				// Group spawners/ai so they share enemy information&lt;br /&gt;
&lt;br /&gt;
string	script_area					// used by battlechatter system&lt;br /&gt;
string	script_location				// used by battlechatter system&lt;br /&gt;
string	script_landmark				// used by battlechatter system&lt;br /&gt;
&lt;br /&gt;
string	script_flag_true			// This entity should not activate unless at least one of the flags in this string is true&lt;br /&gt;
string	script_flag_false			// This entity should not activate unless all the flags in this string are false&lt;br /&gt;
string	script_flag					// the flag that gets enabled/disabled by targetname flag_set and flag_unset&lt;br /&gt;
string	script_flag_set				// helis using helipath will set this flag when they reach this point&lt;br /&gt;
string	script_flag_wait			// helis using helipath will wait at this point until this flag is set&lt;br /&gt;
string	script_flag_clear			// clears the flag when it hits this spot&lt;br /&gt;
string	script_color_allies			// groups allied AI with nodes/triggers of that color&lt;br /&gt;
string	script_color_axis			// groups axis AI with nodes/triggers of that color&lt;br /&gt;
string  script_forcecolor			// forces an AI to use all nodes of this color&lt;br /&gt;
&lt;br /&gt;
string	script_linkName				// Works with script_linkTo&lt;br /&gt;
string	script_linkTo				// A compound string that is a list of script_linkname&amp;#039;d entities that this entity links to.&lt;br /&gt;
string 	script_wtf          		&lt;br /&gt;
&lt;br /&gt;
string 	script_stance				// General purpose string identifier useful for stance related scripting&lt;br /&gt;
&lt;br /&gt;
string 	script_namenumber			// General purpose string identifier that used to be in this file that I use frequently&lt;br /&gt;
&lt;br /&gt;
// destructable stuff           	&lt;br /&gt;
int     script_accumulate 			// damage that must accumulate for destruction to occur&lt;br /&gt;
int     script_threshold  			// min damage that has any effect&lt;br /&gt;
&lt;br /&gt;
// vehicle stuff&lt;br /&gt;
int		script_turret&lt;br /&gt;
int		script_gatetrigger			// vehicles will wait at vehicle nodes with this untill the trigger is hit.&lt;br /&gt;
int		script_VehicleSpawngroup 	// spawns associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai&amp;#039;s)&lt;br /&gt;
int		script_VehicleStartMove 	// initiates associated vehicles movement on its path, note that if no script_vehicleStart nodes or triggers exist then the vehicle will stay and wait for the level script to initiate it&amp;#039;s movement stacking this with script_VehicleSpawngroup will make spawn and go right away.&lt;br /&gt;
int		script_vehicleGroupDelete 	// Deletes associated vehicles and their aigroups (as still designated by script_vehiclegroup on the vehicles and the ai&amp;#039;s)&lt;br /&gt;
int		script_physicsjolt 			// toggle tanks shaking physics as it drives by.&lt;br /&gt;
string 	script_unload 				// tells the vehicle to unload this group of guys&lt;br /&gt;
&lt;br /&gt;
int		script_deathroll			// turns on and off deathroll for vehicles crossing paths&lt;br /&gt;
string	script_crashtype			// designates a crashpath&lt;br /&gt;
string	script_crashtypeoverride	// override the type of crash a vehicle will do when it dies values are &amp;quot;tank&amp;quot;, &amp;quot;mobile&amp;quot;&lt;br /&gt;
int		script_nomg					// makes machineguns not spawn at all on a tank. used for big tank battles where they aren&amp;#039;t necessary on all the tanks.&lt;br /&gt;
int		script_badplace				// no badplaces on tanks.  for tanks that won&amp;#039;t be near ai. on big tank battles.&lt;br /&gt;
float	script_dronelag				// amount of timed space between drones following vehicle paths&lt;br /&gt;
int		script_fireondrones			// toggles machineguns firing on drones behavior&lt;br /&gt;
&lt;br /&gt;
int		script_vehicleride				&lt;br /&gt;
int		script_unloadmgguy			// set this on the halftrack to make the mg guy unload.&lt;br /&gt;
int		script_keepdriver			// set this on the vehicle to make the vehilce driver not unload.&lt;br /&gt;
&lt;br /&gt;
int		script_vehicledetour&lt;br /&gt;
int		script_avoidvehicles		// setting to 0 on a tank will make it not do collision avoidance stuff&lt;br /&gt;
int 	script_avoidplayer 			// setting to 1 will cause the tank to perform collision avoidance on the player&lt;br /&gt;
float	script_playerconeradius 	// used optionally with script_avoidplayer if you want a cone radius other than 200.  		&lt;br /&gt;
string	script_vehicledetourtype	// describing how a vehicledetour node works,  first non default type being &amp;quot;scriptswitch&amp;quot; which will let the script notify the path to become a switch node. Useful in situations where a tank will fight in circles and then procede on whatever script condition.&lt;br /&gt;
float	script_attackspeed&lt;br /&gt;
int		script_unloaddelay			// make a vehicle delay this long before unloading at the end of a path. &amp;lt; 1 means never unload // nate we should remove this or make it work on all of the unloads.&lt;br /&gt;
int		script_cobratarget			// set to 1 to create a target for this entity on pilotcobra missions&lt;br /&gt;
string	script_targettype			// &amp;quot;air&amp;quot; or &amp;quot;ground&amp;quot; - used for helicopter pilot levels&lt;br /&gt;
float	script_targetoffset_z		// offset from model where missiles should aim - used for helicopter pilot levels&lt;br /&gt;
int		script_wingman&lt;br /&gt;
&lt;br /&gt;
string	script_turningdir			// set this to the direction of the anim set you want a vehicle to use.  &amp;quot;right&amp;quot;,&amp;quot;hard_right&amp;quot;,&amp;quot;left&amp;quot;,&amp;quot;hard_left&amp;quot;,&amp;quot;forward&amp;quot;&lt;br /&gt;
int		script_bombmode_original&lt;br /&gt;
int		script_bombmode_single&lt;br /&gt;
int		script_bombmode_dual&lt;br /&gt;
string	script_label&lt;br /&gt;
int		script_flakaicount			// for setting the amount of ai to spawn on a flak&lt;br /&gt;
string	script_tankgroup			// used to add a tankgroup to vehicles.&lt;br /&gt;
float	script_chance				// chance that an exploder will explode, checked every 4 seconds or whatever script_delay is on the trigger.&lt;br /&gt;
&lt;br /&gt;
// Duhoc_Assault&lt;br /&gt;
int		script_forcespawn&lt;br /&gt;
string	script_deleteai&lt;br /&gt;
int		script_allowdeath&lt;br /&gt;
float	script_death&lt;br /&gt;
float	script_death_min&lt;br /&gt;
float	script_death_max&lt;br /&gt;
int		script_drones_min&lt;br /&gt;
int		script_drones_max&lt;br /&gt;
int		script_droneStartMove&lt;br /&gt;
int		script_looping&lt;br /&gt;
int		script_trace&lt;br /&gt;
int		script_smokegroup&lt;br /&gt;
int		script_minspec_level&lt;br /&gt;
int		script_minspec_hooks_level&lt;br /&gt;
int		script_spawn_here			// for camper_spawner&lt;br /&gt;
&lt;br /&gt;
// decoytown&lt;br /&gt;
string 	script_layer&lt;br /&gt;
string 	script_vehicleaianim  		// this will be a radiant drop down list that tells the ai on the vehicle which animations to play&lt;br /&gt;
&lt;br /&gt;
// flashbang&lt;br /&gt;
int		script_immunetoflash&lt;br /&gt;
int		script_health 				// bringing it back!&lt;br /&gt;
&lt;br /&gt;
int		script_stopnode 			// tells helicopters to stop at a node. &lt;br /&gt;
string	script_turret_share 		// shares turret spots for portable mgs&lt;br /&gt;
string	script_turret_ambush 		// shares turret spots for portable mgs&lt;br /&gt;
int		script_dont_link_turret&lt;br /&gt;
string	ambience_inner&lt;br /&gt;
string	ambience_outer&lt;br /&gt;
int		script_mg_angle				// this gives option to start the machinegun at an angle&lt;br /&gt;
int		script_deathchain&lt;br /&gt;
int		script_nohealth				// makes the guy not drop health&lt;br /&gt;
&lt;br /&gt;
// destructible object&lt;br /&gt;
string	destructible_type			// identifier&lt;br /&gt;
&lt;br /&gt;
vector	script_bg_offset 			// I&amp;#039;m using this in cobrapilot to move the background pieces into place&lt;br /&gt;
int		script_flashbangs   		// set this to &amp;gt; 0 to give an AI flashbangs instead of frag grenades.&lt;br /&gt;
&lt;br /&gt;
float	script_dot 					// used on targetname trigger_lookat triggers to change the fov&lt;br /&gt;
int 	script_drone 				// setting to 1 makes the spawner a script drone&lt;br /&gt;
int 	squadnum&lt;br /&gt;
&lt;br /&gt;
string	script_hint					// put on trigger_hint&lt;br /&gt;
&lt;br /&gt;
int 	script_anglevehicle&lt;br /&gt;
&lt;br /&gt;
// when all the ai and spawners with the same string die&lt;br /&gt;
// (or their count depletes to zero), a flag with this string&lt;br /&gt;
// gets set&lt;br /&gt;
string	script_deathflag&lt;br /&gt;
&lt;br /&gt;
string	script_delay_goto_goalmin   // z: an AI will spawn, but not run to his goal for a random amount of time&lt;br /&gt;
string	script_delay_goto_goalmax   // z: an AI will spawn, but not run to his goal for a random amount of time&lt;br /&gt;
&lt;br /&gt;
int 	script_random_killspawner 	// group a trigger with some spawners&lt;br /&gt;
int 	script_randomspawn 			// use with a script_random_killspawner - script will randomly spawn one of the groups &lt;br /&gt;
int		script_killspawner_group&lt;br /&gt;
&lt;br /&gt;
int 	script_wheeldirection 		// 1 goes forward 0 goes backwards.&lt;br /&gt;
int 	script_light_toggle 		// set to 1 on vehicle enables vehicles ability to turn on and off lights.&lt;br /&gt;
string 	script_vehicle_lights_on  	// set to a group of lights to turn them on&lt;br /&gt;
string 	script_vehicle_lights_off 	// set to a group of lights to turn them off&lt;br /&gt;
int 	script_fixednode			// can force .fixednode on an AI&lt;br /&gt;
float	fixednodesaferadius			// the safe radius&lt;br /&gt;
&lt;br /&gt;
string 	spawner_id 					// using this for jeepride, guh, grunt, blarg! -nate &lt;br /&gt;
int 	script_vehicledetourgroup 	// use this for telling a detour node to only detour vehicles in matching groups&lt;br /&gt;
int 	script_vehicletriggergroup 	// a more generic grouping.  I&amp;#039;m using this so that paths can be shared easier.   setting this on a node with other vehicle trigger functions will only effect vehicles in the matching group.&lt;br /&gt;
&lt;br /&gt;
string 	script_ghettotag 			// for jeepride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
int		script_growl				// makes a dog growl as he runs, instead of barking&lt;br /&gt;
string 	script_attackmetype 		// for jeepride.  set this on nodes to tell it to fire missiles&lt;br /&gt;
int 	script_shotcount 			// for jeepride.  how many missiles to fire at a moving point&lt;br /&gt;
int 	script_index 				// can be used generically as an index for whatever reason&lt;br /&gt;
&lt;br /&gt;
int 	script_dontshootwhilemoving&lt;br /&gt;
int 	script_goalyaw 				// set to true to set the goal yaw&lt;br /&gt;
float 	script_physics 				// used for exploder_chunk to use physics throw&lt;br /&gt;
float 	script_decel_fraction 		// for Jeepride platforms smoother movements&lt;br /&gt;
float 	script_accel_fraction 		// for Jeepride platforms smoother movements&lt;br /&gt;
&lt;br /&gt;
int 	script_stealth_dontseek		// dont set your goalpos to the enemy&amp;#039;s goalpos on combat&lt;br /&gt;
&lt;br /&gt;
string 	script_force_count 			// set to true on spawner - flood spawner will not increment this spawners count if the player didnt see the guy die&lt;br /&gt;
&lt;br /&gt;
int 	script_ammo_clip 			// weapon placed in radiant - this many rounds in the clip - must be used with script_ammo_extra&lt;br /&gt;
int 	script_ammo_extra 			// weapon placed in radiant - this many rounds outside the clip - must be used with script_ammo_clip&lt;br /&gt;
int 	script_ammo_40mm 			// does nothing right now&lt;br /&gt;
&lt;br /&gt;
int 	script_godmode 				// makes a vehicle be god mode&lt;br /&gt;
&lt;br /&gt;
int 	script_node_pausetime		// used for attack routing, amount of time to wait at marked goalnode&lt;br /&gt;
&lt;br /&gt;
int		script_bulletshield 		// used to apply toggleable bullet shields to vehicles that have them enabled.&lt;br /&gt;
&lt;br /&gt;
int		script_deathflag_longdeath 	// set to on and script_deathflag guys will notify on death OR longpaindeath&lt;br /&gt;
&lt;br /&gt;
// fog stuff&lt;br /&gt;
vector	start_color&lt;br /&gt;
vector	end_color&lt;br /&gt;
int		start_neardist&lt;br /&gt;
int		end_neardist&lt;br /&gt;
int		start_fardist&lt;br /&gt;
int		end_fardist&lt;br /&gt;
&lt;br /&gt;
int		script_char_index			// overwrite the character index&lt;br /&gt;
int		script_char_group			// indicate this guy is a member of a group of same chars&lt;br /&gt;
string	script_rumble 				// rumble file to play on an exploder&lt;br /&gt;
&lt;br /&gt;
float 	script_volumeramp  			// time to ramp in a vehicles engine noise.&lt;br /&gt;
int 	script_volume				// set to 1 if you want to control the vehicle&amp;#039;s volume in your script rather than have it lerp automatically&lt;br /&gt;
int		script_onlyidle&lt;br /&gt;
float 	script_volumeup				// on a vehicle node this makes the vehicle go to max volume over this much time&lt;br /&gt;
float 	script_volumedown			// on a vehicle node this makes the vehicle go to no sound over this much time&lt;br /&gt;
&lt;br /&gt;
float 	script_duration&lt;br /&gt;
string  script_soundalias  			// play this soundalias on exploders&lt;br /&gt;
&lt;br /&gt;
float 	script_savetrigger_timer	//used to set minimum required times on autosave triggers in timed missions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Source: radiant\keys.txt&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Singleplayer]]&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>CoDEmanX</name></author>
	</entry>
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